I also think that Battletech was originally an arean combat game, with mechs.

Also, there was a version of Blood Bowl that was sci-fi. (One that was a modified version of NEcromunda, you can find it on the Specialist GAmes site, the other is called "Slaughterball"."

There are probably more.

-Dr R.

_________________"Kindness is nothing but hypocrisy in disguise. It is a human deception. Man enjoys the suffering of others - it gives him something to be thankful for, something to feel good about, something to feel superior."
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Or perhaps I can work a little more on the whole arena combat deal cuz I kinda like that idea... though the 'arena' in question won't be an actual arena as such...ruined cities, radioactive wastelands, inhospitable icefields, the vacuum of space (maybe?) etc, where the 'arena' is as dangerous as the fighters themselves.

Yes, it has been done. But I think it could probably be done a lot better.

Good call on Fearless Dr_Remulack. That is the one that I was going to reference as well. I've downloaded the free copy of the rules that they have (had?) online and played a few quick games. I didn't think it was anything special. :|

Battletech started out as a game of land warfare. But later they created a mech combat arena supplement called Solaris VII or something like that. It used a slightly different ruleset from normal battletech.

I'm sure their have been other skirmish arena games as well. But the fact that we can't think of them seems to indicated to me that none of them were extremely popular. So clearly the market has room for such a game.

Heck, 40K is a 28mm sci-fi wargame and clearly there is room for another one. But for some reason... no one has brought one to market.

Truckler

_________________

Venator wrote:

The game designers themselves know these values are not realistic and they do not intend them to replace or invalidate the fluff. So let's get on with our lives and not fixate over the cosmic ramifications of game mechanics which we already know are streamlined for larger forces at the expense of detail.

OK then, I'll go with the arena combat idea, though I won't use anything crappy like hex movement (like what i just recently seen with other arena games), just good ol' traditional inches for me!

To be more specific I was thinking more along the lines of teams of corporate-sponsered mercenaries fighting for fame and fortune in the arenas. Using a wide variety of weaponry from high-energy plasma cannons to explosive bunny rabbits (ok not the bunny rabbits...although it would be funny if there was).

I think the "What else..." question can best be answered by deciding what from your setting is appropriate. Of course, if you want an evil race of killer prize fighting robots and you can't fit them into your existing background/setting, well, then change things to make them fit!

I think that the successful games combine lots of gaming options with good solid settings. Some games favor settings and some games favor giving you options, even if they don't fit. You just need to decide where you are going to place your own balance. Do you want magic and high-technology? Or only high-technology, which occasionally appears magical? Or strictly a hi-tech setting? What about aliens? Do you want aliens? If so, how alien? Only humanoids, or are giant intelligent dinosaurs armed with mega lasers an option as well?

Truckler

_________________

Venator wrote:

The game designers themselves know these values are not realistic and they do not intend them to replace or invalidate the fluff. So let's get on with our lives and not fixate over the cosmic ramifications of game mechanics which we already know are streamlined for larger forces at the expense of detail.

Do you want magic and high-technology? Or only high-technology, which occasionally appears magical? Or strictly a hi-tech setting? What about aliens? Do you want aliens? If so, how alien? Only humanoids, or are giant intelligent dinosaurs armed with mega lasers an option as well?

Well to answer your questions:

It's pretty much a blend of hi-tech and lo-tech, advanced energy weapons and primitive ballistics (like lasers and shotguns).

I might include fighters with psychic powers but that might not go well with the whole gladiator thing...

Do I want aliens? Well right now the closest thing I have right now are Bio-engineered monsters created exclusively for the tournaments.

It's pretty much all humanoids although mounts and stuff like bikes are an option. Nothing like engaging in gladiatorial combat by zooming across a warzone on a bike and putting a few shotgun pellets in the other guys head now is there?

Though you have given me an idea about the dinosaurs with 'frickin' laser beams attached to their heads! :>

Heheh, welcome to 2002, Cupcake. I bet you weren't even born back then.
If I recall correctly, I think the game got a fair bit more advanced than that, and its creator/s played it quit a lot. But I didn't turn up any more rules for it or links to files.

The purpose of writing is to inflate weak ideas, obscure poor reasoning, and inhibit clarity.
With a little practice, writing can be an intimidating and impenetrable fog, behind which halftruths and untruths can frolic and procreate unmolested.

> the fact that we can't think of them seems to indicated to me that none of them were extremely popular. So clearly the market has room for such a game.

or, there isn't and hence the reason all those other ones failed. wtf!?

From a strictly business standpoint copying existing products that are successful might be the safest bet. But then you are bowing to the risk averse and profit obsessed ideals of the corporate mindset.

I say create something that you give a damn about. If your idea is innovative then that's all the better. Innovation doesn't have to be creating something has never been done before. GeoCities and similar sites had been giving away free homepages for years, but the founder of MySpace figured out how to do it better. Rogue Trader wasn't the first sci-fi skirmish game, but it blew away everything that came before it.

You might be able to be moderately successful if you copy somebody else's successful formula. But if you really want to have an impact then you have to take chances.

Truckler

_________________

Venator wrote:

The game designers themselves know these values are not realistic and they do not intend them to replace or invalidate the fluff. So let's get on with our lives and not fixate over the cosmic ramifications of game mechanics which we already know are streamlined for larger forces at the expense of detail.

I actually helped play-test a game a while back developed by some folks over at www.thewarp.net that was a sci-fi minatures combat sports game. It was a pretty good game, as I recall it played a bit like lacross, only the players had guns.
The problem is, unless the game concept is emotionally gripping (eg, Car Wars = "demolition derby with machine guns!"), its hard to get invested in. "Real" warfare tends to encourage more emotional investment in the games background, and allows a broader scope.